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Vampire Template - Relatively Finished
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<blockquote data-quote="Clay_More" data-source="post: 754871" data-attributes="member: 9813"><p>Thank, I think it makes sense counting their Charisma twice. Alot of their abilities already depend on Charisma, its a very important ability. All their special ability save DC etc. depend on Charisma. I think a Vampire / Sorcerer would be pretty bad (even though you cant rely on boost spells, but it frees up alot of spells for a sorcerer actually).</p><p></p><p>Hey, Gencon UK isn't that far from here, compared to the ones in the states. I been thinking of going there, I think there might be a "single" bundle of cash somewhere, perhaps under the couch <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Well, I do though have to admit that I think it makes a "little" sense to allow them to have their Charisma modifier to their hp. Even though it does give them rather many HP (as proven above). Even though Rastaniel is the mightiest of em all, so he needs to be cruel like that. </p><p></p><p>There's some Lightning gifts I made, posted them on Reprieve as well, based on other elemental powers.</p><p></p><p></p><p> Posted: Wed Mar 05, 2003 1:31 am Post subject: </p><p></p><p>--------------------------------------------------------------------------------</p><p> </p><p>Hey Dio, seems threads getting long </p><p></p><p>Anyways, Unholy Speed is best as it is now, with it's separation into two different gifts, in my opinion. The first stuff posted on Enworld is the basics, so to say. </p><p></p><p>I still think having even scores will fit best. All templates / classes / monster classes I have seen gives even scores. All magical items as well. Only things that do not give even scores are spells, including Wish and level add. So, keeping it even would "streamline" it with other D&D material. </p><p></p><p>I noticed there is no range max on Fire Gift. Perhaps it should be 30 ft. + 10 ft. / vampiric level. </p><p>That way, I also have an easier time making the two gifts different, as Lightning Gift can have longer range (100 ft. + 30 ft. / vampiric level). </p><p></p><p>Okay, heres a test </p><p></p><p>Lightning Gift </p><p>The Lightning gift is not as feared as the Fire Gift, even though it has some advantages over the more ferocious gift. When a Vampire uses his Lightning Gift, he may shoot a bolt of pure electricity to his target. This bolt causes 1d4 points of damage for each VP spent to power it. The maximum range of the bolt is 100 ft. + 30 ft. / vampiric level. He may only spend a number of VP each round equal to his vampiric level. When the vampire initiates the gift against a target for several consecutive rounds, the bolt simply "attaches" itself to its target, creating a constant, swirling bolt of electricity between the vampire an his target. Even if the target becomes invisible, the bolt will still be attached to him. If he leaves the maximum range of the spell, the bolt will perish. </p><p> </p><p></p><p>Storm Gift </p><p>The Storm Gift is the natural evolution of the Lightning Gift. The Storm Gift allows a vampire using the Lightning Gift to "lock" his target, once he has attached his Lightning to it. When the vampire attacks a target with his Lightning Gift and he attaches the electric bolt to his target, he has the option of "locking" the target with the powerful bolt. When he lock's his target, it has to roll a fortitude saving throw every round. If it fails, it is unable of moving away from the vampire. It can still move towards the vampire, but the lightning prevents it from moving away. The vampire can always move towards his target, but if he wishes to move away from his target, he has to break the lightning bolt for one round. If the target succeeds in a fortitude saving throw and is able of moving outside the vampires maximum range, the bolt is broken. </p><p></p><p></p><p>Wanted them to be different from the Fire ones though game-mechanics wise. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Clay_More, post: 754871, member: 9813"] Thank, I think it makes sense counting their Charisma twice. Alot of their abilities already depend on Charisma, its a very important ability. All their special ability save DC etc. depend on Charisma. I think a Vampire / Sorcerer would be pretty bad (even though you cant rely on boost spells, but it frees up alot of spells for a sorcerer actually). Hey, Gencon UK isn't that far from here, compared to the ones in the states. I been thinking of going there, I think there might be a "single" bundle of cash somewhere, perhaps under the couch :) Well, I do though have to admit that I think it makes a "little" sense to allow them to have their Charisma modifier to their hp. Even though it does give them rather many HP (as proven above). Even though Rastaniel is the mightiest of em all, so he needs to be cruel like that. There's some Lightning gifts I made, posted them on Reprieve as well, based on other elemental powers. Posted: Wed Mar 05, 2003 1:31 am Post subject: -------------------------------------------------------------------------------- Hey Dio, seems threads getting long Anyways, Unholy Speed is best as it is now, with it's separation into two different gifts, in my opinion. The first stuff posted on Enworld is the basics, so to say. I still think having even scores will fit best. All templates / classes / monster classes I have seen gives even scores. All magical items as well. Only things that do not give even scores are spells, including Wish and level add. So, keeping it even would "streamline" it with other D&D material. I noticed there is no range max on Fire Gift. Perhaps it should be 30 ft. + 10 ft. / vampiric level. That way, I also have an easier time making the two gifts different, as Lightning Gift can have longer range (100 ft. + 30 ft. / vampiric level). Okay, heres a test Lightning Gift The Lightning gift is not as feared as the Fire Gift, even though it has some advantages over the more ferocious gift. When a Vampire uses his Lightning Gift, he may shoot a bolt of pure electricity to his target. This bolt causes 1d4 points of damage for each VP spent to power it. The maximum range of the bolt is 100 ft. + 30 ft. / vampiric level. He may only spend a number of VP each round equal to his vampiric level. When the vampire initiates the gift against a target for several consecutive rounds, the bolt simply "attaches" itself to its target, creating a constant, swirling bolt of electricity between the vampire an his target. Even if the target becomes invisible, the bolt will still be attached to him. If he leaves the maximum range of the spell, the bolt will perish. Storm Gift The Storm Gift is the natural evolution of the Lightning Gift. The Storm Gift allows a vampire using the Lightning Gift to "lock" his target, once he has attached his Lightning to it. When the vampire attacks a target with his Lightning Gift and he attaches the electric bolt to his target, he has the option of "locking" the target with the powerful bolt. When he lock's his target, it has to roll a fortitude saving throw every round. If it fails, it is unable of moving away from the vampire. It can still move towards the vampire, but the lightning prevents it from moving away. The vampire can always move towards his target, but if he wishes to move away from his target, he has to break the lightning bolt for one round. If the target succeeds in a fortitude saving throw and is able of moving outside the vampires maximum range, the bolt is broken. Wanted them to be different from the Fire ones though game-mechanics wise. :) [/QUOTE]
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